// Use this for initialization void Start() { // Grab out LoadIntro component from the main scene parentSceneLoader = GameObject.Find("SceneManager").GetComponent <LoadIntro>(); //Get our percentage coralManager = parentSceneLoader.coral.GetComponent <CoralManaging>(); float percentSaved = coralManager.GetPercentCollectedRounded(); totalTime = 0.0f; uiTransitions = new List <UITransition>(); //(UI to display, time to enter, time to leave) uiTransitions.Add(new TextTransition(introText, 1.0f, 5.0f)); //This is a special text, so we change its % TextTransition percentText = new TextTransition(introTextTwo, 2.0f, 5.0f); percentText.ChangeText(percentSaved + "% of the reef"); //now add it uiTransitions.Add(percentText); //last message uiTransitions.Add(new TextTransition(finalText, 6.0f, 10.0f)); // Update is called once per frame }
private void DimTheWholeScreen() { ScreenColorTransform SC = new ScreenColorTransform( MainStage.Instance.Canvas ); SC.SetScreen( Properties.APPEARENCE_THEME_MAJOR_COLOR , ThemeManager.StringColor( "#FF0F65C0" ) ); SC.Play(); SC.OnComplete( () => { SC = new ScreenColorTransform( MainStage.Instance.Canvas ); SC.SetScreen( ThemeManager.StringColor( "#FF0F65C0" ) , ThemeManager.StringColor( "#00000000" ) ); SC.DisposeOnComplete = true; SC.Play(); Storyboard sb = ForeText.Resources[ "FadeOut" ] as Storyboard; sb.Begin(); sb.Completed += ( s, e ) => { MainStage.Instance.ObjectLayer.Children.Remove( ForeText ); }; TextTransition TextTrans = new TextTransition( t => SenseText.Text = t ); TextTrans.SetDuration( 100 ); TextTrans.SetTransation( SenseText.Text, " " ); TextTrans.Play(); } ); }
private void PlayForAMoment() { RectWaltzInterlude RP = new RectWaltzInterlude( MainStage.Instance.Canvas ); RP.SetParty(); RP.Play(); TextTransition TextTrans = new TextTransition( t => SenseText.Text = t ); TextTrans.SetTransation( SenseText.Text, "wenku8" ); TextTrans.Play(); TextTrans.OnComplete( GoMultiplayer ); }